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Mathew Kumar: The dog, obviously, is very important
to the player. But I was interested in the processes you put into making the
people of the world important to the player, as well.
PM:
Right, yeah. That's interesting. With Fable 2, I've got my list. I always have a list of things that I
think we kind of could have done better on. I wouldn't say we "failed"
on, we could have done better on. I still think there's a long way [to go] with
the people in the world.
One of the things we did
with the people in the world, some of the small things, was to almost try and
eradicate repeated dialogue, which is just really destroys that connection you've
got with a world.
If you've got someone saying, "It's a nice day today, it's
a nice day today, it's a nice day today," every two to three minutes...
Trying to eradicate that, trying to not make people sort of come into your face
and demand your attention, but more feel like that if you sort of interrogated
them, they were interested in you. So, there's still a lot more work to do
here, I think.
MK: It's interesting because there was kind
of a split between the mechanics of people interacting with the characters, but
also when you wrote the story, there's a point obviously where they have to
make the decision, right?
And the interesting fact is that when my girlfriend played through
the game, she became very upset when she had that choice, and she made the
decision to give up the person that was closest to her... Or rather she made
the decision to save the world, essentially, rather than save the dog, obviously.
PM:
That was a big decision, it really was.
MK: I noticed how other people were
actually very affected by that choice, and even with what seems, to many people,
to be such a limited mechanic, to do with the populace of the world.
PM:
What's fascinating about it is that when we thought about good and
evil, it's so tempting to say, "Well, good is saving lives, and evil is
hurting lives and killing people." But actually, I think where the real
emotion comes is when you really start testing people.
If I said to you, "Your
family is over there. What would you do to save them?" "Well, I would
do anything." "Really? Would you really do anything? Would you
actually kill a thousand people to save your family? And what does that say
about you?"
I think, finally, that
decision made people think, because it forced them to think, "My goodness,
my natural reaction is of course I'd save my family. Of course I would save the
people I love." But actually, when it comes down to it, would you? Would
you sacrifice everything for that very selfish act of having what you want?
There are a lot of philosophical questions that come up in your mind when you're
doing that.
MK: But that was what was amazing; the
story made me question that. It's easy to just paste that on as a bunch of
cutscenes, right?
PM:
Yeah, yeah.
MK: The mechanics also helped. My
girlfriend and I, we played separate games, obviously, to experience it. The
example of her giving up the family to save the world was that, afterwards, she
actually became quite upset because she realized she spent forever trying to
find a particular... I think her son liked a toy sword.
PM:
Yes, yes.
MK: And she realized she never got to give
it to him.
PM:
Oh, really? That's a fantastic story, yeah. See, that sort of stuff
we never designed.
MK: Exactly.
PM:
You design it. The player designs that emotional connection between,
you know, "I never got to give my son the sword." When that happens,
that's a real emotional connection.
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There's nothing wrong with the interviewer, the interviewee (for whose design enthusiasm I have great respect) or the facts of the interview. It's that, as a PC gamer, this interview creates two opposing bad feelings.
On the one hand, since Fable II has only been released for consoles, and thus as a PC gamer I haven't had the chance to enjoy playing it, the "dog and family" section was a bit of a spoiler.
On the other hand, the last official word I saw from Lionhead (in January 2009) was that they weren't working on a PC version of Fable II, period. So I guess despite being eager to spend money on a game that -- unlike many others -- treats exploration and emotion seriously, seeing spoilers for Fable II is ultimately irrelevant for a PC gamer like myself.
I suppose my point is that this interview did a great job of making me want to play Fable II or any other of Lionhead's upcoming and presumably innovative games... but because I do my gaming on a perfectly good personal computer, the innovation I'd happily pay for is off-limits to me.
Definitely some mixed feelings here.
The pc gaming industry has to start paying attention to who they are alienating...hint..not the pirates !
Still the question of how to make good interactions - is emotion more important (even strictly scripted in actions games like MAFIA), or is choice (like FABLE)... uh... when are you going to show us what u've got Pete? :P